DogBackward
First Post
For a +1 race, those ability scores seem rather bland. Especially for a minotaur, which is supposed to be strong as all get-out. With a +x race, you don't have to worry as much about keeping the abilities perfectly even, either. +4 Str, +2 Con, -2 Dex, -2 Int, and -2 Cha make good scores, and they make sense from what you described. And toss in Natural Armor +1, too. A minotaur, even a weaker one, shoul dnot be just a squishy-skinned as your average weakling human.
This seems fairly balanced, from my actual experience, especially once things get above level 5-6. The higher you go, the less these abilities are worth. It may be a little more powerful than most at level 2-4, but it'll even out quickly enough.
I've used those exact stat adjustments, with +2 Natural Armor, DR 1/-, Low Light Vision, Headbutt 2d4+1.5 Str, Powerful Build and +2 save vs spells and SL Abillities, as well as +4 to most physical skills and a few other minor abilities, and it worked out fine in my level 3 group, with only LA +1. Admittedly, I didn't have any power-gamer players at the time, but all you have to do is keep an eye on your players, which is what any DM should be doing anyway.
This seems fairly balanced, from my actual experience, especially once things get above level 5-6. The higher you go, the less these abilities are worth. It may be a little more powerful than most at level 2-4, but it'll even out quickly enough.
I've used those exact stat adjustments, with +2 Natural Armor, DR 1/-, Low Light Vision, Headbutt 2d4+1.5 Str, Powerful Build and +2 save vs spells and SL Abillities, as well as +4 to most physical skills and a few other minor abilities, and it worked out fine in my level 3 group, with only LA +1. Admittedly, I didn't have any power-gamer players at the time, but all you have to do is keep an eye on your players, which is what any DM should be doing anyway.